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- Update to ZDoom r1532:
- Swapped snes_spc out for the full Game Music Emu library. - Fixed: The Hexen status bar still uses MAX_MANA for some calculations instead of MaxAmount. - Added Blzut3's submission for displaying underwater stats in SBARINFO. - Added Gez's AMMO_CHECKBOTH submission. - Added Gez's THRUSPECIES submission. - Added loading directories into the lump directory. - fixed: The Dehacked parser could not parse flag values with the highest bit set because it used atoi to convert the string into a number. - fixed: bouncing sounds were limited to inventory items. - Rewrote IWAD detection code to use the ResourceFile classes instead of reading the WAD directory directly. As a side effect it should now be possible to use Zip and 7z for IWADs, too. - Added 'EndTitle' nextmap option which goes to the regular title loop after the game has finished. - Added NOBOSSRIP flag. Note: we are now at flags6! - Added SetSkyScrollSpeed(int skyplane, fixed speed) ACS function. - Added THRUACTORS flag that disables all actor<->actor collision detection. - Added DONTSEEKINVISIBLE flag for missiles that can't home in on invisible targets. - Added SFX_TRANSFERPITCH flag to A_SpawnItemEx. - Added Ultimate Freedoom IWAD detection. - Added GetAirSupply and SetAirSupply functions to ACS. - Fixed: The *surface sound was not played when drowning was switched off by setting the level's air supply to 0. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@338 b0f79afe-0144-0410-b225-9a4edf0717df
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165 changed files with 33334 additions and 683 deletions
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@ -965,7 +965,8 @@ bool APlayerPawn::ResetAirSupply (bool playgasp)
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{
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S_Sound (this, CHAN_VOICE, "*gasp", 1, ATTN_NORM);
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}
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player->air_finished = level.time + level.airsupply;
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if (level.airsupply> 0) player->air_finished = level.time + level.airsupply;
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else player->air_finished = INT_MAX;
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return wasdrowning;
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}
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@ -2330,7 +2331,7 @@ void P_PlayerThink (player_t *player)
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}
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// Handle air supply
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if (level.airsupply > 0)
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//if (level.airsupply > 0)
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{
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if (player->mo->waterlevel < 3 ||
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(player->mo->flags2 & MF2_INVULNERABLE) ||
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